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UVA CS 445 - Lecture26 Review

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Slide 1AdminMathDisplay technologiesRendering pipelineSlide 6TransformationsSlide 8OpenGLClippingRasterizationColorThe Human Visual SystemSlide 14Slide 15MetamersSlide 17Slide 18Slide 19Slide 20LightingPhong Lighting: OpenGL ImplementationVisibility in the smallVisibility in the largeTexture mappingModern GPUsGPGPURay tracingAntialiasingLODShadowsCS 445: Introduction to Computer GraphicsDavid LuebkeUniversity of VirginiaReviewAdminCourse evaluations: please do during class today (available on Toolkit)MathMathematical foundations–Vector arithmetic –Affine spaces: points, vectors, scalars–Parametric representation of a line/ray/segment–Dot product, cross product–Matrix-matrix and matrix-vector arithmeticDisplay technologiesCRTs–Underlying technology–Vector vs. raster–Framebuffer, pixel, scanline, rasterizeLCDs–Underlying technology–Pros & consOther – don’t need to know details–Plasma display–OLEDRendering pipelineKnow the various stages:–TransformsModelingCameraProjection–Illuminate–Clip–Homogeneous divide–RasterizeBe able to reason about which stages go whereTransformationsModeling transforms–Objectworld coords–Common xforms:TranslateRotateScale (uniform vs. nonuniform)–Composing xformsMultiplying matrices – know the correct order!Be able to compose a rotation matrix about an arbitrary axisBe able to compose rotation & translation matricesTransformationsHomogeneous coordinates–Homogeneous coordinate akin to a scale factor–Homogeneous points vs. vectors–Enables translation, projectionProjection transforms–Uses the homogeneous coordinate–Be ready to reason about simple projection xformsOpenGLSpecifying transforms–Understand how to use the matrix stacksGL_MODELVIEWGL_PROJECTION–Understand the principles of hierarchical transformsNest xformsFunctions shouldn’t have side effects–Understand the concept of a scene graphClipping2D: Cohen-Sutherland–Outcodes & how to use them–Clipping a line segment to an edge3D: Sutherland-HodgemanClipping in the graphics pipelineRasterizationLine rasterization–DDA–Optimization strategiesTriangle rasterization–Edge walking–Edge equationsPolygon rasterization–Parity test–Active edge tableColorPhysiology of the eye–Cornea, lens, retina–PhotoreceptorsRods (low light, luminance) vs. cones (high light levels, color)Color-sensitivity of cones: S, M, L (B, G, R)Density: fovea (high spatial resolution, all cones) vs. periphery (low spatial resolution, largely rods)–Metamers: different spectra with the same perceptual responseE.g., a monochromatic orange light (spectral spike) vs. combinations of red, green, tiny bit of blue: same perceived color!–Color gamuts and CIE chromaticity diagramThe Human Visual SystemThe human visual system has four types of sensors: rods and S, M, and L conesνν110.10.10.010.011010100100rodsrodsconesconesLLMMSSsensitivitysensitivityCourtesy Nathaniel HoffmanRods are the most sensitive–Used in weak illumination (scotopic) conditions–Sensitivity peaks at cyan (blue-green)–Only one kind: monochromatic visionCones enable color vision–Used in strong illumination (photopic) conditions–Total sensitivity peaks at yellow-green–Three kinds: trichromatic vision The Human Visual SystemCourtesy Nathaniel HoffmanThe Human Visual SystemTrichromatic vision enables us to somewhat sense the spectral distributionνν0.50.50.250.2511LLMMSSsensitivitysensitivity0.10.1Courtesy Nathaniel HoffmanMetamersA spectral power distribution is an infinite-dimensional signal.Since we perceive color only as a three-dimensional signal, there is an infinite number of different spectral power distributions which map onto the same perceived color. These are known as metamers.Courtesy Nathaniel HoffmanMetamers700nm600nm500nm400nm470nm480nmwhitespectrallocusmore bluemore redmore greenmore yellowCourtesy Nathaniel HoffmanMetamers700nm600nm500nm400nm470nm480nmwhitespectrallocusmore bluemore redmore greenmore yellowCourtesy Nathaniel HoffmanMetamers700nm600nm500nm400nm470nm480nmwhitespectrallocusmore bluemore redmore greenmore yellowCourtesy Nathaniel HoffmanMetamers700nm600nm500nm400nm470nm480nmwhitespectrallocusmore bluemore redmore greenmore yellowCourtesy Nathaniel HoffmanLightingIllumination models–Global vs. local illumination models–Empirical vs. physically based Know and understand the Phong model: –Local, empirical, implemented in OpenGL–Ambient, diffuse, and specular termsShading: flat vs. smooth (Gouraud) vs. PhongPhong Lighting:OpenGL ImplementationThe final Phong model as we studied it:OpenGL variations:–Every light has an ambient component–Surfaces can have “emissive” component to simulate glowAdded directly to the visible reflected intensityNot actually a light source (does not illuminate other surfaces)   lightsinsdiambie ntatotalshinyRVkLNkIIkI#1ˆˆˆˆ( ) ( )#1ˆ ˆ ˆ ˆshinylightsntotal e a a d d s siI k I k I k N L I k V R== + + + � + ��Visibility in the smallPainter’s algorithmZ-bufferBSP trees: organize all of space (hence partition) into a binary tree–Preprocess: overlay a binary tree on objects in the scene–Runtime: correctly traversing this tree enumerates objects from back to front–Idea: divide space recursively into half-spaces by choosing splitting planesSplitting planes can be arbitrarily orientedNotice: nodes are always convexVisibility in the largeView-frustum cullingCells & portals (architectural/urban models)–Cells form the basic unit of PVS–Create an adjacency graph of cells–Starting with cell containing eyepoint, traverse graph, rendering visible cells –A cell is only visible if it can be seen through a sequence of portalsSo cell visibility reduces to testing portal sequences for a line of sight…Occlusion query (modern hardware)Texture mappingEstablishing correspondences (parameterization): texture coordinatesInterpolating texture coordinates in screen space during rasterizationTexture map antialiasing: –know MIP-mapping, be aware of others–Related to antialiasing subject: prefilteringApplications of texture mapping:–Bump mapping, gloss mapping, displacement mapping, light mappingModern GPUsProgrammable GPUs–Programmable vertex & fragment engines–Render


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UVA CS 445 - Lecture26 Review

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